//
// Bloom vertex shader (blurH)
// RvG, 10-3-09
//

struct a2v
{
  float4 coord      : POSITION;
  float2 tc0        : TEXCOORD0;
};

struct v2f
{
  float4 position   : POSITION;
  float2 tc0        : TEXCOORD0;
};

v2f main(
  a2v IN,
  uniform float4x4 modelViewProj
)
{
  v2f OUT;
  
  OUT.position=mul(modelViewProj,IN.coord);
  OUT.tc0=IN.tc0;
  
  return OUT;
}
